View Full Version : Pets, Familiars, Guardians . . . ?
kolakoski
July 5th, 2011, 12:40 PM
Well met!
I'm thinking about using this concept in a scenario of my own devising, after having suggested it to Dad as an element to be included in his upcoming 10/1 tournament in Savage, MD.
I came up with an arbitrary list of possible companions:
20 Marcu
25 Dumatef Guard, Sahuagin Raider, Chain Fighter
30-35 Any single Wyrmling or Elemental
40 Theracus
90 Feral Troll
100 Gurei-Oni, Iron Golem, Wyvern
110 Brunak, Dund
130 Greater Ice Elemental
They could be attached to the Ninjas of the Northern Wind, or one or more of the Elf Wizards, Ke-Mo-Shi, Moriko, Shiori, Hatamoto Taro, Acolarh, Sudema, Tul-Bak-Ra, Master Woo, Kumiko, Erevan, Brandis, etc., within the context of a specific scenario, as opposed to permanently, as suggested by many to "improve" certain units.
Kaemon Awa 123
July 5th, 2011, 12:42 PM
So... are we talking a bonding type power here? In that case, Theracus would be massively overpowered.
kolakoski
July 5th, 2011, 01:23 PM
So... are we talking a bonding type power here? In that case, Theracus would be massively overpowered.
Well met!
Not with Shiori. Again, it's not in general, just for a specific scenario. Reasonable combinations are not hard to imagine: a single Black Wyrmling added to the Ninjas of the Northern Wind, Kee-Mo-Shi & Marcu (or a Wyrmling), a Wyrmling to any of the units on the attachment list, Shiori and any of the units on the companion list. For a tournament or scenario where units/armies are not specifically assigned, a list of allowed combinations could be created. [Note to self: create list for next Gang of Four scenario I host.] Such a list might start out by including the examples above, and go on to pair up other weaker units with companions, and/or add some companion rules for Elf Wizards - Ulginesh gets one, or add one for every 3 wizards.
Note: Individual Wyrmlings seem especially useful for tweaking marginal units in this manner.
Yodaking
July 5th, 2011, 02:56 PM
I came up with an idea concerning the Iron Golem back after he first came out that fits into what you are describing. Based on my experiences with a Golem in a fantasy setting, they are magical constructs created by magic users to be used by magic users as body guards, enforcers, etc. So my idea was to have a treasure glyph that gave the holder of the glyph control over one Iron Golem, with the restriction that it could only be powered by a wizard/arachnomancer/archmage/battle mage/sorcerer.
After revealing an order marker on the card of the figure holding the glyph, that player could choose to take a turn with the Iron Golem either before or after taking a turn with the figure holding the glyph.
This would create an optional bonding (before or after) dynamic with any magic user in Heroscape for the Iron Golem. Since you would have to actually take a turn with the figure holding the glyph it would prevent overpowered bonding chains. For example, Kurrok could either empower 3 elementals or take a turn himself and the Iron Golem, but not both. Uglinesh could either take a turn with the Iron Golem and himself, or have 2 other elf wizards take a turn but not both. Plus any elf wizard activated via mind link could not also activate the Iron Golem.
The treasure glyph could either be given to the adventuring party at the beginning of the game, or it could be found (along with a dormant Iron Golem) along the way as a means to boost the strength of the adventuring party. It would make both the Iron Golem and several magic using Heroscape figures much more playable in an evil swarm of squads vs. adventuring party full of heros set up.
sixthflagbearer
July 5th, 2011, 03:26 PM
This sounds really cool!
Kaemon Awa 123
July 5th, 2011, 03:31 PM
So... This is kinda what you had in mind?
http://i984.photobucket.com/albums/ae327/KaemonAwa123/DRAGONFAMILIAR.jpg?t=1309894200
kolakoski
July 5th, 2011, 03:50 PM
Well met!
Yoda and KA, your ideas are certainly in the spirit of what I propose, and require a lot less work! Too bad for the NotNW, though.
Yodaking
July 5th, 2011, 08:06 PM
So... This is kinda what you had in mind?
http://i984.photobucket.com/albums/ae327/KaemonAwa123/DRAGONFAMILIAR.jpg?t=1309894200
This is pretty cool. I would definitely try it out as a treasure glyph in a dungeon adventure. I would be some what concerned with an already powerful multiple attack figure like one of the Q brothers or Nilf getting the treasure glyph though. Those types of figures with an additional special ranged attack might be too much. Perhaps restrict it somehow.
FYI the last 'figure' is misspelled.
Kaemon Awa 123
July 5th, 2011, 08:07 PM
So... This is kinda what you had in mind?
http://i984.photobucket.com/albums/ae327/KaemonAwa123/DRAGONFAMILIAR.jpg?t=1309894200
This is pretty cool. I would definitely try it out as a treasure glyph in a dungeon adventure. I would be some what concerned with an already powerful multiple attack figure like one of the Q brothers or Nilf getting the treasure glyph though. Those types of figures with an additional special ranged attack might be too much. Perhaps restrict it somehow.
FYI the last 'figure' is misspelled.Ooh, that's embarrassing. I'll fix it soon.
Yodaking
July 5th, 2011, 08:18 PM
Well met!
Yoda and KA, your ideas are certainly in the spirit of what I propose, and require a lot less work! Too bad for the NotNW, though.
Summon the Ninja Clan treasure glyph.
At the start of any turn in which a Ninja Hero possesses this glyph, that figure may choose to summon the NotNW to his or her aid. Place the 3 NotNW figures on any empty space within 4 hexes of the summoner, then immediately take a turn with them. Continue taking a turn with the NotNW each time an order marker is revealed by the summoner, before taking that figures normal turn. If the summoner is destroyed, remove any remaining NotNW figures from the game.
Kaemon Awa 123
July 5th, 2011, 08:25 PM
Well met!
Yoda and KA, your ideas are certainly in the spirit of what I propose, and require a lot less work! Too bad for the NotNW, though.
Summon the Ninja Clan treasure glyph.
At the start of any turn in which a Ninja Hero possesses this glyph, that figure may choose to summon the NotNW to his or her aid. Place the 3 NotNW figures on any empty space within 4 hexes of the summoner, then immediately take a turn with them. Continue taking a turn with the NotNW each time an order marker is revealed by the summoner, before taking that figures normal turn. If the summoner is destroyed, remove any remaining NotNW figures from the game.Awesome. Card coming soon.
Kaemon Awa 123
July 5th, 2011, 08:57 PM
Sorry for the double post, but... Here it is!.. Slightly tweaked to make it useful for all figures, but it still has the general idea.
http://i984.photobucket.com/albums/ae327/KaemonAwa123/NINJACLANTGLYPH.jpg?t=1309913688
I'm holding off on adjusting the Dragon Familiar just yet, because Yodaking brought up a very valid point... should I limit it to Small/Medium, or limit it to certain species*?
*Most likely Human, Elf, Drow, Dwarf, Eldarin.
kolakoski
July 6th, 2011, 10:07 AM
Well met!
For bonding units, I'll proceed with a detailed list of options for use when constructing armies. For instance:
Shiori may bond with any one of the following: Hatamoto Taro, Dund, Acolarh, Moriko, Sudema, Mindflayer, Kee-Mo-shi, Jotun, Elite Onyx Vipers, Tul-Bak-Ra, the Tarn Vikings, Gurei-Oni, Master of the Hunt, or the Ninjas of the Northern Wind.
Kroc
July 12th, 2011, 07:23 AM
So... This is kinda what you had in mind?
http://i984.photobucket.com/albums/ae327/KaemonAwa123/DRAGONFAMILIAR.jpg?t=1309894200 I love this, I truly do. Of course you'd have to be careful about placement, and maintaining balance. The only thing I don't like about this is that you are changing the wyrmling's life, right? Anoyying. (Perhaps not as annoying as me mispelling annoying.)
I think the NotNW card is broken, however. No matter how small the chance giving one side a 110 point unit will severely affect the balance of the game.
Kaemon Awa 123
July 12th, 2011, 08:34 AM
True the NotNW one is powerful, but at least it doesn't have bonding added.
For the wyrmling it is true that it might be annoying but a 1 life wyrmling doesn't stay around for long.
kolakoski
July 18th, 2011, 01:46 PM
I'm thinking about using this concept in a scenario of my own devising, after having suggested it to Dad as an element to be included in his upcoming 10/1 tournament in Savage, MD.
I came up with an arbitrary list of possible companions:
20 Marcu
25 Dumatef Guard, Sahuagin Raider, Chain Fighter
30-35 Any single Wyrmling or Elemental
40 Theracus
90 Feral Troll
100 Gurei-Oni, Iron Golem, Wyvern
110 Brunak, Dund
130 Greater Ice Elemental
They could be attached to the Ninjas of the Northern Wind, or one or more of the Elf Wizards, Ke-Mo-Shi, Moriko, Shiori, Hatamoto Taro, Acolarh, Sudema, Tul-Bak-Ra, Master Woo, Kumiko, Erevan, Brandis, etc., within the context of a specific scenario, as opposed to permanently, as suggested by many to "improve" certain units.
For bonding units, I'll proceed with a detailed list of options for use when constructing armies. For instance:
Shiori may bond with any one of the following: Hatamoto Taro, Dund, Acolarh, Moriko, Sudema, Mindflayer, Kee-Mo-shi, Jotun, Elite Onyx Vipers, Tul-Bak-Ra, the Tarn Vikings, Gurei-Oni, Master of the Hunt, or the Ninjas of the Northern Wind.
Well met!
Just putting these together for Dad . . .
vBulletin® v3.6.9, Copyright ©2000-2013, Jelsoft Enterprises Ltd.